Howto:Shader programming in FlightGear: Difference between revisions

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== Error Reports, Debugging, Troubleshooting ==
== Error Reports, Debugging, Troubleshooting ==
Shaders are compiled at FG startup.


Shader compilation errors can be found in the fgfs.log file.  More about the [[Commonly_used_debugging_tools#fgfs.log|fgfs.log here]].
Shader compilation errors can be found in the fgfs.log file.  More about the [[Commonly_used_debugging_tools#fgfs.log|fgfs.log here]].
As of FG 2016.4.4, shaders do not seem to recompile upon Debug/Reload Aircraft Model or File/Reset. So the only option to re-compile/test a shader is to quit a re-start FG altogether.


== Shader types ==
== Shader types ==
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=== Effects file ===
=== Effects file ===
The effects file is the mechanism we use to combine and manipulate all the necessary data to create stunning visual effects. It's the link between the data contained and produced in Nasal, XML and the property tree and the graphics rendering pipeline. It's there to allow us to create these affects without having to know or use the C++ code base. Its flexible framework allows for an almost infinite range of sophisticated effects.
The effects file is the mechanism we use to combine and manipulate all the necessary data to create stunning visual effects. It's the link between the data contained and produced in Nasal, XML and the property tree and the graphics rendering pipeline. It's there to allow us to create these affects without having to know or use the C++ code base. Its flexible framework allows for an almost infinite range of sophisticated effects.
See this page for more details: [[Effect Framework]]


==== Parameters ====
==== Parameters ====
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